For or Foreach loop for touch phase

Hello friends what i want is a little help running a for loop .
void Update ()

{

	foreach (Touch touch in Input.touches) {
		for()
		{

			for (start=(int)transform.position.x; start<=end; start++) {
				Debug.Log ("well we entered dont know we r gonna exit or not");
				transform.position = Vector3.Lerp (gameObject.transform.position, othercube.transform.position, Time.deltaTime);
				start++;

		}
	}

}

the Blank for loop is the one i want like for(touch.phase==Began ;touch.phase==Ended) something along that lines ,I want a loop not an if condition .Please Help.

Just use the script example provided with the documentation. (The approach you take is documented as being bad for memory.)

I don’t actually understand what you tried to say but, i think the thing you look for is “While loop”.

while(touch.phase==Began)
{
    //...do stuff while touch.phase equals to Began.
}

You have already added a foreach loop to read touches, you just need to check the phase and proceed with it:

 foreach (Touch touch in Input.touches) {
     if(touch.phase = TouchPhase.Began)
     {
             Debug.Log ("well we entered dont know we r gonna exit or not");
             transform.position = Vector3.Lerp (gameObject.transform.position, othercube.transform.position, Time.deltaTime);
             start++;
     }
 }

On every update it will do Lerp if the phas eof the touch is Began.

To be more specific with the touch specific handling you can capture the fingerId of the touch and proceed based on fingerId.

  • Take a variable int fingerId = -1
  • Set fingerId = touch.fingerId; when phase is Began.
  • Reset to -1 when phase is End

EDIT:

 bool shouldLerp = false;
 void Update ()
 {
     // Set variable to allow lerp when a touch senses.
     If(Input.TouchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
     {
         shouldLerp = true;
     }

     // Variable is set when a touch senses. So, do Lerp.
     if(shouldLerp) {
         transform.position = Vector3.Lerp (gameObject.transform.position, othercube.transform.position, Time.deltaTime);     
     }

     // Lerp termination condition. (EXAMPLE)
     if(transform.position == Vector2.Zero)
     {
         shouldLerp = false;
     }
 }